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Does anyone know if one of Booth or Coral is guaranteed? I had a recent playthrough where I never saw Coral and couldn't ever find Booth's hideout.
Also does any one have hard numbers for the effects of charms? Specifically the ones which boost weapon crit chance (hopper) and psi crit chance (psi beetle).
Also does any one have hard numbers for the effects of charms? Specifically the ones which boost weapon crit chance (hopper) and psi crit chance (psi beetle).
whole thing is a mystery. Somewhere on those pages info was shared and I remember it being underwhelming, hard to trigger and not worth any attention.
It was among the lines: you get +1 crit chance if you play naked and your mum is watching you
Ever wondered if it's possible to stealth deep into tribal territory to pickpocket Magnar and Øyensørm without killing anyone? Would they even have oddities in their inventory?
You probably didn't, but I did, and now no one has to.
The expedition has to die while Oldfield is held hostage by the pirates, then you need to break him out. Since he can't return to the now destroyed camp and can't take a train to the north because of faceless, he stays at Core City and becomes a depressed alcoholic.
For cave wizardry, how viable are spellblade types? I mean we have the obligatory haste users and such, but I mean other types of melee (non fist) types of synergy
There is some synergy, but nothing as big as fists and PK. I've seen TC knife and sword with heavy investment in dodge/evasion boosted by Precognition. Hammers actually go well with all schools - TM is nice for movement, mirror image from TC is great for preventing damage nukes, PK for force field, MT gives you thermoD and shatter with cryostasis.
Very interesting. Amazing how despite playing this game for several years i'm still discovering stuff about it.
While in the Psi discussion: has anyone managed to get a 100%-ish crit psi build? I could get 100% base crit with crossbows and guns, but never with psi.
Ever wondered if it's possible to stealth deep into tribal territory to pickpocket Magnar and Øyensørm without killing anyone? Would they even have oddities in their inventory?
You probably didn't, but I did, and now no one has to.
The expedition has to die while Oldfield is held hostage by the pirates, then you need to break him out. Since he can't return to the now destroyed camp and can't take a train to the north because of faceless, he stays at Core City and becomes a depressed alcoholic.
For cave wizardry, how viable are spellblade types? I mean we have the obligatory haste users and such, but I mean other types of melee (non fist) types of synergy
There is some synergy, but nothing as big as fists and PK. I've seen TC knife and sword with heavy investment in dodge/evasion boosted by Precognition. Hammers actually go well with all schools - TM is nice for movement, mirror image from TC is great for preventing damage nukes, PK for force field, MT gives you thermoD and shatter with cryostasis.
Very interesting. Amazing how despite playing this game for several years i'm still discovering stuff about it.
While in the Psi discussion: has anyone managed to get a 100%-ish crit psi build? I could get 100% base crit with crossbows and guns, but never with psi.
Ever wondered if it's possible to stealth deep into tribal territory to pickpocket Magnar and Øyensørm without killing anyone? Would they even have oddities in their inventory?
You probably didn't, but I did, and now no one has to.
The expedition has to die while Oldfield is held hostage by the pirates, then you need to break him out. Since he can't return to the now destroyed camp and can't take a train to the north because of faceless, he stays at Core City and becomes a depressed alcoholic.
For cave wizardry, how viable are spellblade types? I mean we have the obligatory haste users and such, but I mean other types of melee (non fist) types of synergy
There is some synergy, but nothing as big as fists and PK. I've seen TC knife and sword with heavy investment in dodge/evasion boosted by Precognition. Hammers actually go well with all schools - TM is nice for movement, mirror image from TC is great for preventing damage nukes, PK for force field, MT gives you thermoD and shatter with cryostasis.
Very interesting. Amazing how despite playing this game for several years i'm still discovering stuff about it.
While in the Psi discussion: has anyone managed to get a 100%-ish crit psi build? I could get 100% base crit with crossbows and guns, but never with psi.
This gets you to 98%. I'm not sure if Absence actually works as the description says, but if it does, that gets you to ~114%. Otherwise, you could reach 103% with a single stack of Psychostatic Electricity.
I've always been tempted to do a Survival Instincts Psi build. I think you can also get any weapon to 100% crit chance using the feat. But I don't like the idea of walking around near death just for the sake of having Survival Instincts active. I kind of wish the feat kicked in once you went below the health threshold, then lasted for a minute or so, rather than just staying up forever. Although, now that I'm thinking about it, Hemopsychosis and Psionic Mania could probably activate Survival Instincts instead of just walking into fights at low health.
Whilst the "high IQ" crossbow connoisseur with 3 STR (DO YOU EVEN LIFT??) fastidiously sets up yet more beartraps to help him survive one mere encounter, the tincan has already cleared the entire area in question.
When you're firing 5 bolts (at least) dealing 700 damage each before combat even starts you don't need bear traps. Keep coping tin man, maybe someday you can afford a luxurious core city home after spending every charon on ammo
Dabbled with a Neural Overload critman, but I've never been convinced by it. It's a nice way to go all into TC crowd control & high INT luxury life, but the damage scale just doesn't seem up to it. Perhaps with tranquility & minimised AP for spamming is the better way.
When you're firing 5 bolts (at least) dealing 700 damage each before combat even starts you don't need bear traps. Keep coping tin man, maybe someday you can afford a luxurious core city home after spending every charon on ammo
Not to mention with maxed out Throwing and top tier grenades you can blow large groups up anyway and then mop the rest up easily. Tincan does not have the points to invest a lot into dex. Also funny that people harp on about 3 strength when one level 1 feat can easily solve the problem for carry weight.
Not to mention with maxed out Throwing and top tier grenades you can blow large groups up anyway and then mop the rest up easily. Tincan does not have the points to invest a lot into dex. Also funny that people harp on about 3 strength when one level 1 feat can easily solve the problem for carry weight.
Played a metathermics psi guy who used that ability that makes people blow up. Absolutely nuts on a crit build, with premed and special tactics, it's a high damage explosion for free, then you can throw a grenade, then you can reliable spam crit shock bolts with crit AoE
There's no way a burst tincan can be this versatile and high damaging. Crossbows gets straight up busted when you get to lvl 16 with crit power + elemental bolts combo
Dabbled with a Neural Overload critman, but I've never been convinced by it. It's a nice way to go all into TC crowd control & high INT luxury life, but the damage scale just doesn't seem up to it. Perhaps with tranquility & minimised AP for spamming is the better way.
It can work, but you really need to stack all the bonuses, and it kicks in pretty late. I don't think it's great until you have either
Høddurform
or Empowered Thought Control, plus all the other bonuses that you'll get earlier on (headband, trance, neural overclocking, cerebral trauma, pickled mindshrooms). You can eventually deal about 400 average damage on a non-crit, plus potentially 2/3rds that in acid damage over time. With trance you'll do over 4x damage on a crit, so it comes together, just very slowly.
I can confirm that Absence is a +16% to psi crit chance.
Also, here's a small mechanics detail that I just learned. I've found that most items that alter psi cost (i.e. absence, trance, headband, psi beetle brain soup) are additive. On the other hand, feats like Psychosis (and I would assume Advanced Psi Empathy too) are multiplicative. So when planning out a build, add the modifiers from your items, then multiply by the modifiers from your feats.
Psychosis is multiplicative? That is new to me. When you choose it at lvl 2 you get your crit chance from 5% to 20% straight. That does not sound very multiplicative to me. I am also fairly certain that all sources of PSI cost adjustment are additive with each other.
Psychosis is multiplicative? That is new to me. When you choose it at lvl 2 you get your crit chance from 5% to 20% straight. That does not sound very multiplicative to me.
love it, but there is the issue that crossbowmen destroy dedicated shield users even harder than tin cans
makes me want to do a dummy trying to open a tiny umbrella of "Power Management", as protection against the oncoming freight train of 500% elemental crits
The psi cost increase from Psychosis doesn't show in the stats screen. It only shows up on the psi ability itself. I'm assuming that advanced psi empathy is the same.
For example, a 24% muffled headband, psi beetle brain soup, and psychosis yields a psi cost of 51 for plasma beam (I'm staring at it right now). This agrees with what I described, which would produce the equation (1-0.24-0.15)*1.2*70 = 51 (rounded). If it were all additive we would have a cost of 57 instead. If it were all multiplicative the cost would be 54.
Main problem with spamming spears is that spear throw has a cooldown. It's only one turn so you can cast increment to throw two as an opener, but after that you slow right down.
thats the beauty of it - you go with 3str and max dex. You lose str dmg bonuses, but there is no min str requirement for throwing. Dont trust random people on internetz doing throwing spear and not having max dex. They are save scumming in order for their throw to connect.
I did share my dominating experience, even with 3str I could one shot most dominating bosses.
Also its silent. You will be sniping with dem spears with numbers that make snipers/xbowmen jelly
Main problem with spamming spears is that spear throw has a cooldown. It's only one turn so you can cast increment to throw two as an opener, but after that you slow right down.
on dominating I had only 2 spears, with high AGI retrieval was never an issue. Also you are a hunter, you will drop most enemies without engaging in combat. That includes 2/3 of those explosive trio dominating dudes!